Author Topic: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon  (Read 647 times)

Der Kommissar

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CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« on: 08 October 2024, 15:07:29 »
So it always kinda bothered me that post-Helm refits of the Chameleon didn't really bear any resemblance to the way the Chameleon was traditionally outfitted; it seemed to me only natural to ape that payload a bit to benefit from the familiarity MechWarriors would have with it from their training.  Enter the CLN-7Y, which prioritized aping the capabilities of the old training 'mech while improving upon them at the same time.  The end result is...not especially remarkable, basically a "Wraith for hipsters" in the same way the Chameleon was always a bit of a "Phoenix Hawk for hipsters," but I ended up feeling it felt believable enough to exist and likeable enough to share.  Let me know what you think.

Code: [Select]
Chameleon CLN-7Y

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3058
Dry Cost: 9,613,500 C-Bills
Total Cost: 9,613,500 C-Bills
Battle Value: 1,186

Chassis: Enran TXS2A Standard
Power Plant: Pitban 300 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: McCloud Specials
    Jump Capacity: 180 meters
Armor: ArcShield Maxi X Ferro-Fibrous
Armament:
    1 Thunderbolt-12 Large Pulse Laser
    3 Defiance P5M Medium Pulse Lasers
    2 Defiance P5S Small Pulse Lasers
Manufacturer: J.B. BattleMechs Inc.
    Primary Factory: Storfors III
Communications System: Jolex Systems
Targeting and Tracking System: Optisight-12

Overview:
    A further attempt at converting the Chameleon training 'mech for a
full-time combat role, the CLN-7Y would make the most aggressive use of new
technology yet on the chassis, while simultaneously hewing more closely to the
'mech's original layout than J.B. BattleMechs' previous offering, the CLN-7W. 
The design would meet with moderate success, but would have little influence on
the even later -7Z, beyond proving the validity of an extralight fusion engine
for a power plant.


Capabilities:
    With the CLN-7W met largely with indifference, engineers at J.B.
BattleMechs Inc. were tasked with designing a machine to excite the market. 
End-user analyses found that while customers were impressed with the improved
range and durability of the -7W, the mediocre firepower was a point of
considerable displeasure.  From the start, the -7Y's engineers sought to make
their new 'mech as heavily-armed as possible.

    To this end, the -7Y was fitted with an extralight fusion engine. 
Executives balked at the cost, which nearly doubled the unit price of the 'mech
on its own, but with sales of the classic Chameleon trainer still solid, it was
a risk they were eventually willing to take.  The weapons payload of the -7Y
deliberately imitates the -7V, making use of pulse laser technology to liberate
the 'mech from supply lines and increase accuracy of firepower.  A large pulse
laser, three medium-class pulse lasers, and two light pulse lasers give the -7Y
a withering alpha strike, one it can make free use of at a dead run without
stressing the design's heat sinks, which have been reinforced with this energy
weapon payload in mind.

    A major selling point of the -7Y during the marketing phase of the variant
was to deem it "graduate ready."  By imitating the original weapons layout of
the CLN-7V, it was easy for a new MechWarrior to feel at home in the cockpit of
a -7Y.  The maneuvering and heat management skills they had learned could be
exploited to the fullest, and their muscle memory of the cockpit did not need
to be unlearned.  Combined with the -7Y's precision weapons and superior heat
sinking capability, this made green pilots surprisingly deadly behind the
sticks of a -7Y.  Mercenaries would also find the design attractive for this
reason.

    Mobile, well-armed, and cool-running, the -7Y's advantages did come at a
cost - and that is protection.  The design does mount superior protection to
the classic -7V, making good use of ferro-fibrous armor, but compared to many
other similar 'mechs - such as the TR-1 Wraith or even the CLN-7W - it was
subpar.  Performance against Clan MechWarriors was often dismal, as their
longer ranged weapons, superior mobility, and greater average skill allowed
them to master many overconfident CLN-7Y pilots before they even came into
weapons range.  Tactics would adjust to use the -7Y as a raider and cavalry
mech, but not before its reputation suffered considerably.  Ultimately the
design would come to be regarded as a "poor man's Wraith," being slower and
more fragile than that design, though heavier in firepower and more flexible. 
Later Chameleons would return to more experimental weapons payloads and heavier
armor.


Battle History:
    Though the CLN-7Y would general perform poorly in skirmishes against Clan
'mechs and MechWarriors, it saw considerable success as a 'toad hunter' during
Operation BULLDOG and its opening phase, Operation BIRD DOG.  A green lance fighting
from the cockpits of -7Ys attached to the 1st Davion Guards would earn their proving
on the planet of Port Arthur, largely fighting against Smoke Jaguar Elementals, solahma
infantry, second-line MechWarriors in Inner Sphere 'mechs, and Bondsmen operating combat vehicles.
Developing an aggressive "grab them by the belt buckle" way of fighting, all four Chameleons
would survive the liberation of Port Arthur from Clan Smoke Jaguar, and both
the 'mechs and their MechWarriors would later participate in the vicious
fighting on New Avalon during the FedCom Civil War.  Only the lance's
commander, Leftenant Mercer MacDonald, would survive to see the world
liberated, having participated in the grueling guerllia conflict that followed
the fall of the world.


Deployment:
    The CLN-7Y can be found across the Inner Sphere, particularly in the
borders of the former Federated Commonwealth.  It was offered at reasonable
prices with generous warranty and service plans to mercenaries, who would go on
to put the design to considerable and lethal use in the Periphery and the Chaos
March leading up to the dissolution of the Second Star League and the Word of
Blake Jihad.  During the Federated Commonwealth Civil War, the design's
'graduate ready' status took a somewhat grisly turn, as scarcely-competent new
MechWarriors found themselves behind the yoke of new-production -7Ys and thrust
into the most destructive conflict the Inner Sphere had seen since the
not-long-distant Clan Invasion.


Variants:
    The CLN-7Y is occasionally subject to field modification, a fairly simple
and painless process that can be performed by even modestly skilled astechs. 
The most frequent modification sees its large pulse laser exchanged for a
standard PPC, though ER-PPCs have been spotted.  The latter requires much more
conservative use of the 'mech's pulse lasers, but does give the design superior
long-range punch.  It is not uncommon to see the CLN-7Y rearmed with flamers
instead of small pulse lasers, where incendiary capacity is desirable and
lighter infantry is expected to be operating.


Notable 'Mechs & MechWarriors:
    Leftenant Mercer MacDonald, known as "Mad Lad MacDonald," was a lance
leader of a green unit of MechWarriors assigned directly from CLN-7Vs to
CLN-7Ys during Operation: BULLDOG.  During the disorganized early days of the
liberation of Port Arthur, he led his subordinates on a series of extremely
aggressive raids, and became known by his superior officers for his vulgarity,
insubordination, and almost psychotic willingness to bring the Smoke Jaguar to
battle.  He and his lance became go-to problem solvers for Elementals in
particular, and showed no mercy whatosever to locals serving as Smoke Jaguar
bondsmen.  MacDonald's unpredictable behavior would see him passed over for
promotion time and time again, but his bravery in battle and the loyalty he
inspired in his subordinates would keep him in a command position and see him
through to the end of the FedCom Civil War, down half a hand and one eye, but
alive.


Additional:
Quirks: Easy to Pilot


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL                             3.00
Heat Sinks:         Double Heat Sink             14(28)                    4.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 134                  7.50
    Armor Locations: 3 LT, 3 RT, 4 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           20       
                                 Center Torso (rear)                  5         
                                           L/R Torso     12           17       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     8            12       
                                             L/R Leg     12           16       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Small Pulse Lasers                         CT        4         2         2.00
Medium Pulse Laser                           LT        4         1         2.00
Medium Pulse Laser                           RA        4         1         2.00
Large Pulse Laser                            RA        10        2         7.00
Medium Pulse Laser                           LA        4         1         2.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 12
6j         4       3       0       0      2     0   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

« Last Edit: 09 October 2024, 12:46:32 by Der Kommissar »

Daryk

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #1 on: 08 October 2024, 16:39:33 »
I think it has one too many Medium Pulse Lasers and not enough armor... both are easily fixed! :)

Der Kommissar

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #2 on: 08 October 2024, 19:13:56 »
Bit of an intentional quirk, there, but I'd broadly agree, the skin's thin enough that the extra firepower is kinda wasted, and 6/9/6 isn't quite fast enough to make up for it.  But when you're already doing a jumping pulse laser 'mech, you squeeze in what distinguishing features you can.  :cool:
« Last Edit: 08 October 2024, 19:18:00 by Der Kommissar »

Daryk

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #3 on: 08 October 2024, 19:27:21 »
Pulling a Medium Pulse and adding Armor is a Class A refit, so I think it would fit into your "lots of field refits" background fluff.  :)

Der Kommissar

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #4 on: 09 October 2024, 04:03:38 »
Agreed.  Heck, just dropping down to a regular large laser nets you 2 more tons to slather armor on as well as a more forgiving heat curve...and it's reintroducing a weapon green mechwarriors fresh off a CLN-7V already know well.  Costs you a bit of firepower in lost output and accuracy, but it's a reasonable tradeoff.

Der Kommissar

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #5 on: 09 October 2024, 12:44:16 »
While we're on the subject of frequent refits, I decided to use the notable MechWarrior as an excuse to put one together.  Here we have even more echoes of the CLN-7V, with better flexibility and protection to boot, though running much toastier.  You can just about manage juggling the weapons and movement, but you're going to feel the heat and are going to want to judge firing it all with care.


The personal BattleMech of Leftenant Mercer "Mad Dog" MacDonald, 'Lurch' is a customized CLN-7Y named for the peculiar and sporadic hitch in its gait that has followed it from the factory floor to the battlefield and beyond despite numerous attempts to rebuild leg actuators and a full replacement of a battle-damaged gyro.  Upon making landfall on Port Arthur, Leftenant MacDonald soon pressed his astech to modify his new 'mech, keen to increase firepower and flexibility.  The large pulse laser has been replaced with an ER large laser, trading accuracy and a modicum of firepower for savings in weight and an increase in effective range that was extremely coveted by MacDonald.  The firepower deficit has been ameliorated somewhat by the inclusion of two ER small lasers in the familiar right torso light laser mounts, further increasing the 'mech's vicious close-in punch.  Lurch exchanges its small pulse lasers for flamers, allowing the 'mech to even more effectively fight solahma infantry while also giving the Leftenant incendiary options when leading raids or staging retreats.  Protection has been increased by a single ton, allowing the 'mech to fight more aggressively.  All of these changes come at a cost of an enormous increase in waste heat.  Leftenant Mercer was piloting this configuration of his 'mech when he scored his first Clan OmniMech kill against an Uller, luring the 'mech into more broken terrain and then pouncing into close range.

Lurch was ultimately refit with Clan weapons salvage, replacing its large laser, small lasers, and flamers with Clan-spec equipment.  This freed up enough room on the chassis to mount a further ton of armor and mount a badly-needed heat sink.  This lethal configuration would remain Lurch's combat fit throughout the rest of Operation BULLDOG and clear into the FedCom Civil War, with the Leftenant resorting to obfuscating stupidity, bribes, and whatever other method he could manage to keep the high-tech Clan equipment from being requisitioned for more needful machines by command.

Code: [Select]
Chameleon CLN-7Y 'Lurch'

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3058
Dry Cost: 9,689,250 C-Bills
Total Cost: 9,689,250 C-Bills
Battle Value: 1,358

Chassis: Enran TXS2A Standard
Power Plant: Pitban 300 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: McCloud Specials
    Jump Capacity: 180 meters
Armor: ArcShield Maxi X Ferro-Fibrous
Armament:
    1 Diverse Optics Sunbeam ER Large Laser
    3 Defiance P5M Medium Pulse Lasers
    2 ChisComp ER Small Lasers
    2 Zippo Flamers
Manufacturer: J.B. BattleMechs Inc.
    Primary Factory: Storfors III
Communications System: Jolex Systems
Targeting and Tracking System: Optisight-12

Additional:
Quirks: Easy to Pilot


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL                             3.00
Heat Sinks:         Double Heat Sink             14(28)                    4.00
    Heat Sink Locations: 1 LT, 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 152                  8.50
    Armor Locations: 3 LT, 3 RT, 4 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           24       
                                 Center Torso (rear)                  5         
                                           L/R Torso     12           19       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     8            15       
                                             L/R Leg     12           18       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 Flamers                                    CT        6         2         2.00
2 ER Small Lasers                            RT        4         2         1.00
Medium Pulse Laser                           LT        4         1         2.00
Medium Pulse Laser                           RA        4         1         2.00
ER Large Laser                               RA        12        2         5.00
Medium Pulse Laser                           LA        4         1         2.00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 14
6j         3       3       1       0      2     1   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA


Code: [Select]
Chameleon CLN-7Y 'Lurch' (Clan-spec refit)

Mass: 50 tons
Tech Base: Mixed
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: X/X-X-X-X
Production Year: 3058
Dry Cost: 9,728,250 C-Bills
Total Cost: 9,728,250 C-Bills
Battle Value: 1,632

Chassis: Enran TXS2A Standard
Power Plant: Pitban 300 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: McCloud Specials
    Jump Capacity: 180 meters
Armor: ArcShield Maxi X Ferro-Fibrous
Armament:
    1 Unknown (CL) ER Large Laser
    3 Defiance P5M (IS) Medium Pulse Lasers
    2 Unknown (CL) ER Small Lasers
    2 Unknown (CL) Flamers
Manufacturer: J.B. BattleMechs Inc.
    Primary Factory: Storfors III
Communications System: Jolex Systems
Targeting and Tracking System: Optisight-12

Additional:
Quirks: Easy to Pilot


================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             XL Engine                    300                       9.50
    Walking MP: 6
    Running MP: 9
    Jumping MP: 6 Standard
    Jump Jet Locations: 1 LT, 1 RT, 2 LL, 2 RL                             3.00
Heat Sinks:         (IS) Double Heat Sink        15(30)                    5.00
    Heat Sink Locations: 1 LT, 2 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 169                  9.50
    Armor Locations: 1 HD, 4 LT, 5 LA, 4 RA

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           25       
                                 Center Torso (rear)                  7         
                                           L/R Torso     12           19       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     8            16       
                                             L/R Leg     12           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
2 (CL) Flamers                               CT        6         2         1.00
2 (CL) ER Small Lasers                       RT        4         2         1.00
(IS) Medium Pulse Laser                      LT        4         1         2.00
(IS) Medium Pulse Laser                      RA        4         1         2.00
(CL) ER Large Laser                          RA        12        1         4.00
(IS) Medium Pulse Laser                      LA        4         1         2.00
                                            Free Critical Slots: 4

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 16
6j         4       4       1       0      2     0   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA


Hellraiser

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #6 on: 09 October 2024, 14:05:26 »
Hmm.

I feel like the XL is a bit much if the goal is just to mimic the basic weapons load.


Quote
Heat Sinks  -  10 single
Armament   
1x large laser
2x medium laser
3x small laser
2x machine gun


Something like this keeps it to "Field Grade" and ditches the ammo bomb while increasing endurance.

10 SHS to DHS
LL to ERLL
3 SL + 2 MG/Ammo = 3 SPL
Armor to Ferro + .5 Tons

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Daryk

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #7 on: 09 October 2024, 17:07:42 »
Keeping the Mediums, right?

Der Kommissar

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #8 on: 09 October 2024, 18:05:18 »
There'd be no reason to remove them following that proposed upgrade, unless you were consolidating them into a pulse laser like you saw happen on so many mechs.  But I'll note that you can't get a half-ton of armor in from that proposed change - the MGs on the Chammy are only fed with a half-ton of ammo, so stripping the MGs and SLs only leaves you with 3 tons to use all-in for small pulse lasers.  Of course, in this cheaper upgrade, you're not coping with the fragile XL engine...but it's still not going to be a heavy slugger by any stretch.  You'll also definitely wanna watch that heat gauge, a standing alpha puts you at 24 heat.

Daryk

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #9 on: 09 October 2024, 18:32:41 »
For max P-Hawk alikeness, it should only be 2 Small Pulse Lasers... that would give you another ton of armor.

Hellraiser

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #10 on: 09 October 2024, 21:54:11 »
Keeping the Mediums, right?
Yes, I only noted the changes
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #11 on: 09 October 2024, 21:56:48 »
There'd be no reason to remove them following that proposed upgrade, unless you were consolidating them into a pulse laser like you saw happen on so many mechs.  But I'll note that you can't get a half-ton of armor in from that proposed change - the MGs on the Chammy are only fed with a half-ton of ammo, so stripping the MGs and SLs only leaves you with 3 tons to use all-in for small pulse lasers.  Of course, in this cheaper upgrade, you're not coping with the fragile XL engine...but it's still not going to be a heavy slugger by any stretch.  You'll also definitely wanna watch that heat gauge, a standing alpha puts you at 24 heat.
Ah, I just assumed it was a full ton from 3025 OG Rules where everything was full tons & I recall it having stats in the 2E box.

Meh, if I'm doing standing Alpha that includes SPLs it's probably going to include back shots & kicks so I'm fine w/ some heat if it means putting something down.
Outside of Point-Blank ranges your looking at a heat neutral run using the ERLL & 2MLs

3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Hellraiser

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #12 on: 09 October 2024, 21:59:18 »
For max P-Hawk alikeness, it should only be 2 Small Pulse Lasers... that would give you another ton of armor.
I wasn't concerned w/ matching the Pixie.
I considered it though, but I didn't want to drop from 5 guns all the way down to 2.
The reduction to 3 is semi-balanced by the increased burst ability
« Last Edit: 11 October 2024, 14:34:18 by Hellraiser »
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo

Starfury

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #13 on: 10 October 2024, 23:20:19 »
That's a decent Chameleon Der Kommisar. I'd probably go the other way and pull one of the small pulses for another ton of armor.

Der Kommissar

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #14 on: 11 October 2024, 09:08:58 »
That'd be a reasonable, not to mention simple, swap to make.  Not like you very often need two splas of anti-infantry.  :grin:

Hellraiser

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Re: CLN-7Y: Yet Another 3050s 'Combat Fit' for the Chameleon
« Reply #15 on: 11 October 2024, 14:40:09 »
Not like you very often need two splas of anti-infantry.  :grin:

I recall a fight where I had a D-Wolf-H & Battlecobra-Prime

My enemy had Warhammer-IIC-3-the HLL One, a Hunchie-IIC, a Packhunter, & some Infantry counters.

The D-Wolf/Hammer dueled, the Cobra/P-Hunter dueled, they combined fire when the Hunchie moved up to paste it, and every time an infantry platoon moved from cover to engage the mechs the BattleCobra would double tap w/ the SPLs & disintegrate most/all of a platoon/point.

2 SPL reaching to 6 hexes was more than enough to wipe them out.

That said, a lot of that was catching them in the open & the double range of clan tech.
Had I needed to get closer &/or deal w/ them in the Woods they moved through, well, THAT would have been a lot longer & I'd have taken quite a bit of return fire from the infantry.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo